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*Dungeons & Dragons
Feathergale Spire: The players want revenge!
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<blockquote data-quote="pukunui" data-source="post: 6854840" data-attributes="member: 54629"><p>I'm not sure I'm ready to give them a base of operations. I had other plans ...</p><p></p><p>Unfortunately, this doesn't work for me, since I'm just running Feathergale Spire as a standalone scenario in my homebrew campaign. There are no factions, nor any cavalry to come to the rescue. The PCs *are* the cavalry themselves, to a certain extent. And while I have decided that the Feathergale Society is still associated with a larger cult devoted to elemental air, the other cultists aren't conveniently located just a stone's throw away from the tower.</p><p></p><p></p><p>I've arranged a special session for tomorrow night to finish off this scenario, as I really want to run Death House with some pregens as an April Fools' Day special.</p><p></p><p>What I'm planning on doing is having the cult leaders (the priest and the skyweaver) give the PCs 10 minutes to come out with their weapons left behind and their hands in the air, or else the cultists are coming in. There's no way the PCs will surrender, though, so when they don't come out, the priest will summon an air elemental (perhaps via an <em>elemental gem</em> that he just happens to have) and send it into to attack them. While the PCs are busy fighting the elemental, the knights in the tower will rush the door and try to smash it open, then the leaders will use hit-and-run tactics on the PCs, firing spells at them from the stairwell then retreating back up to the pinnacle.</p><p></p><p>Assuming the PCs wipe all the cultists out - or cause the survivors to flee on their flying mounts - I'm thinking I'll have something happen to the tower. Maybe it gets zapped by a lightning bolt sent by Yan-C-Bin and starts crumbling. Maybe it gets shifted into the elemental plane of air, and the PCs have to find their way back to the prime world. I'm just not ready for them to have their own fortress, especially one that is off in the middle of nowhere. The players had been talking about building a stronghold near their hometown. I'd rather they did that. That'll give me more time to reveal a campaign secret that I've yet to put into play properly.</p></blockquote><p></p>
[QUOTE="pukunui, post: 6854840, member: 54629"] I'm not sure I'm ready to give them a base of operations. I had other plans ... Unfortunately, this doesn't work for me, since I'm just running Feathergale Spire as a standalone scenario in my homebrew campaign. There are no factions, nor any cavalry to come to the rescue. The PCs *are* the cavalry themselves, to a certain extent. And while I have decided that the Feathergale Society is still associated with a larger cult devoted to elemental air, the other cultists aren't conveniently located just a stone's throw away from the tower. I've arranged a special session for tomorrow night to finish off this scenario, as I really want to run Death House with some pregens as an April Fools' Day special. What I'm planning on doing is having the cult leaders (the priest and the skyweaver) give the PCs 10 minutes to come out with their weapons left behind and their hands in the air, or else the cultists are coming in. There's no way the PCs will surrender, though, so when they don't come out, the priest will summon an air elemental (perhaps via an [I]elemental gem[/I] that he just happens to have) and send it into to attack them. While the PCs are busy fighting the elemental, the knights in the tower will rush the door and try to smash it open, then the leaders will use hit-and-run tactics on the PCs, firing spells at them from the stairwell then retreating back up to the pinnacle. Assuming the PCs wipe all the cultists out - or cause the survivors to flee on their flying mounts - I'm thinking I'll have something happen to the tower. Maybe it gets zapped by a lightning bolt sent by Yan-C-Bin and starts crumbling. Maybe it gets shifted into the elemental plane of air, and the PCs have to find their way back to the prime world. I'm just not ready for them to have their own fortress, especially one that is off in the middle of nowhere. The players had been talking about building a stronghold near their hometown. I'd rather they did that. That'll give me more time to reveal a campaign secret that I've yet to put into play properly. [/QUOTE]
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Feathergale Spire: The players want revenge!
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